Files
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

248 lines
3.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AIBehaviorInfo : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool behaviorEnabled = true;
public virtual void activateAIBehavior ()
{
}
public virtual void deactivateAIBehavior ()
{
}
public virtual void updateAI ()
{
}
public virtual void updateAIBehaviorState (bool state)
{
}
public virtual void updateAIAttackState (bool state)
{
}
public virtual void updateInsideRangeDistance (bool state)
{
}
public virtual void updateAIBehaviorState ()
{
}
public virtual void setDrawOrHolsterWeaponState (bool state)
{
}
public virtual void setAimWeaponState (bool state)
{
}
public virtual void setShootWeaponState (bool state)
{
}
public virtual void setHoldShootWeaponState (bool state)
{
}
public virtual void dropWeapon ()
{
}
public virtual void checkIfDrawWeaponsWhenResumingAI ()
{
}
public virtual void resetBehaviorStates ()
{
}
public virtual void resetAttackState ()
{
}
public virtual void stopAim ()
{
}
public virtual void disableOnSpottedState ()
{
}
public virtual void updateWeaponsAvailableState ()
{
}
public virtual void setBehaviorStatesPausedState (bool state)
{
}
public virtual void setSystemActiveState (bool state)
{
}
public virtual bool carryingWeapon ()
{
return false;
}
public virtual void updateIfCarryingWeapon ()
{
}
public virtual void setWaitToActivateAttackActiveState (bool state)
{
}
public virtual void setUseRandomWalkEnabledState (bool state)
{
}
public virtual void setOriginalUseRandomWalkEnabledState ()
{
}
public virtual bool isAIBehaviorAttackInProcess ()
{
return false;
}
public virtual void checkNoWeaponsAvailableState ()
{
}
public virtual void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName)
{
}
public virtual void changeCurrentAttackMode (string newModeName)
{
}
public virtual void setIsCurrentCharacterTurn (bool state)
{
}
public virtual void setAIOnPlayerTeamState (bool state)
{
}
public virtual void setCurrentCharacterTurnTarget (GameObject newTarget)
{
}
public virtual void stopCurrentAttackInProcess ()
{
}
public virtual void setTurnBasedCombatActionActiveState (bool state)
{
}
public virtual void checkStateOnCharacterDead ()
{
}
public virtual void checkAIBehaviorStateOnCharacterSpawn ()
{
}
public virtual void checkAIBehaviorStateOnCharacterDespawn ()
{
}
public virtual void stopAttackState ()
{
}
public virtual void setAttackEnabledState (bool state)
{
}
public virtual void setAttackEnabledStateFromEditor (bool state)
{
}
public virtual void updateCurrentTargetSelectedInfo ()
{
}
public virtual void updateAIPassengerBehavior ()
{
}
public virtual void getOffFromVehicle ()
{
}
public virtual void removeStateOnVehicle ()
{
}
public virtual void setAICharacterOnVehicle (GameObject newVehicle)
{
}
public virtual void setCurrentPlayerControllerPartner (playerController newPlayerController)
{
}
}